Max
91bca0cb1f
attempt to fix build issue
2021-03-24 13:28:34 -07:00
Andrei Kortunov
94d396a423
Merge pull request #3057 from akortunov/master
...
Fix build with OSG 3.4
2021-03-24 16:34:27 +04:00
Andrei Kortunov
cf52bee188
Fix build with OSG 3.4
2021-03-24 16:32:15 +04:00
psi29a
a86b6ff6e2
Merge branch 'nifnifnifnifnif' into 'master'
...
Add in incomplete BSShader[PP/No]LightingProperty work before it rots away
See merge request OpenMW/openmw!681
2021-03-22 21:54:50 +00:00
psi29a
1af50b7e23
Merge branch 'sound_cleanup' into 'master'
...
Sound cleanup
See merge request OpenMW/openmw!567
2021-03-22 21:42:01 +00:00
psi29a
415591b7ed
Merge branch 'ai_reaction_deviation' into 'master'
...
Distribute AI reactions and engage combat calls over time
See merge request OpenMW/openmw!674
2021-03-22 21:37:09 +00:00
psi29a
f8d32c0576
Merge branch 'upd-mygui' into 'master'
...
Update MyGUI
Closes #5897
See merge request OpenMW/openmw!650
2021-03-22 21:28:13 +00:00
Alexei Dobrohotov
75a967d743
Merge branch 'bound_branch' into 'master'
...
Bound branch
Closes #5912
See merge request OpenMW/openmw!682
2021-03-22 20:46:12 +00:00
Evil Eye
8e9bd5c0bd
Don't throw an exception when equipping a bound item fails
2021-03-22 20:44:13 +01:00
Evil Eye
580fa78034
Don't purge summon effects with invalid creature ids
2021-03-22 20:43:34 +01:00
AnyOldName3
f089c94d34
Merge branch 'mod-install-doc-update' into 'master'
...
Clarify the requirements of a data folder
See merge request OpenMW/openmw!679
2021-03-22 15:23:30 +00:00
psi29a
dea638fa21
Merge branch 'bump-aqt' into 'master'
...
Bump aqt version
Closes #5805
See merge request OpenMW/openmw!680
2021-03-22 08:30:57 +00:00
Alexei Dobrohotov
2fdbe9b3f6
Handle BSShader[PP/No]LightingProperty
2021-03-22 01:55:58 +03:00
AnyOldName3
4862e8c8f4
Bump aqt version
2021-03-21 21:30:17 +00:00
psi29a
ded59c4858
Merge branch 'master' into 'master'
...
Prevent physics death spiral by falling back to true delta time when needed
Closes #5431 and #5910
See merge request OpenMW/openmw!669
2021-03-21 20:45:46 +00:00
wareya
63f01d8c5f
Prevent physics death spiral by falling back to true delta time when needed
2021-03-21 20:45:46 +00:00
Hristos N. Triantafillou
209e7718a8
Clarify the requirements of a data folder
...
The current text could be interpreted to mean that a data folder
_must_ have a plugin, but this isn't the case.
This added text clarifies that a plugin or resources are needed.
2021-03-21 15:37:48 -05:00
psi29a
86bd173d69
Merge branch 'refactoring' into 'master'
...
"static const" -> "static constexpr" in headers
See merge request OpenMW/openmw!676
2021-03-21 15:43:47 +00:00
AnyOldName3
b31459cc00
Merge branch 'refractiontest' into 'master'
...
Make refraction mixing based on water depth instead of screen depth
See merge request OpenMW/openmw!672
2021-03-21 14:24:12 +00:00
Petr Mikheev
369adf1583
Merge branch 'smarterunstuck' into 'master'
...
Forgot to initialize these variables
See merge request OpenMW/openmw!677
2021-03-21 13:48:40 +00:00
Petr Mikheev
7bbbe40abe
"static const" -> "static constexpr" in headers
2021-03-21 13:57:54 +01:00
wareya
e722c99e62
forgot to initialize these variables
2021-03-21 08:57:15 -04:00
psi29a
78894b6129
Merge branch 'smarterunstuck' into 'master'
...
Improve 'unstuck'ing code
See merge request OpenMW/openmw!675
2021-03-21 09:47:59 +00:00
wareya
40265bf118
make unstucking slightly smarter (can turn itself off, also acts like flat ground)
2021-03-20 21:14:56 -04:00
elsid
62c0ecbbd0
Separate engage combat timer for each actor
...
Use DeviatingPeriodicTimer to distribute calls over time. This reduces
stuttering and make AI more natural.
2021-03-20 14:50:56 +01:00
elsid
675c0ab72f
Apply uniform random deviation to AI reaction timer
...
This allows to distribute AI reaction calls over time.
Before this change actors appearing at the same frame will react in the same
frame over and over because AI reaction period is constant. It creates a
non-uniform CPU usage over frames. If a single frame has too many AI reactions
it may cause stuttering when there are too many actors on a scene for current
system.
Another concern is a synchronization of actions between creatures and NPC.
They start to go or hit at the same frame that is unnatural.
2021-03-20 14:47:54 +01:00
wareya
1a4e9df707
add bit to suppress coastline artifacts at more of a distance
2021-03-19 20:12:40 -04:00
wareya
bf336e4cb4
make sun scattering color stop being an ugly radioactive green
2021-03-19 18:51:52 -04:00
AnyOldName3
d13d90a50d
Merge branch 'msvc-fix-osg-src-build' into 'master'
...
MSVC: extern/ tweaks to make it build
See merge request OpenMW/openmw!663
2021-03-19 22:28:55 +00:00
wareya
845e3944d6
make refraction more visible even at a distance
2021-03-19 17:54:08 -04:00
Bret Curtis
8f996d0bce
Merge pull request #3056 from akortunov/master
...
Reset watched stats upon reload or new game start
2021-03-19 16:14:55 +01:00
Andrei Kortunov
54daa234bd
Reset watched stats upon reload or new game start
2021-03-19 11:56:14 +04:00
Alexei Dobrohotov
6ba4a36dbd
Merge pull request #3054 from akortunov/master
...
Remove invalid MyGUI properties from layout files
2021-03-18 23:39:28 +03:00
AnyOldName3
7831ba3d5d
Merge branch 'async_interp' into 'master'
...
Fix async physics interpolation
Closes #5908
See merge request OpenMW/openmw!670
2021-03-18 19:51:09 +00:00
wareya
1471ef003a
fix async physics interpolation
2021-03-18 13:53:00 -04:00
Bret Curtis
68c1adec0f
Merge pull request #3055 from akortunov/keyinit
...
Init animation key struct before usage
2021-03-18 12:28:10 +01:00
psi29a
a4719ffdf3
Merge branch 'fix-windows-theme' into 'master'
...
Deploy Qt style DLL
Closes #5907
See merge request OpenMW/openmw!667
2021-03-18 08:27:52 +00:00
Andrei Kortunov
a22f6b24d5
Init animation key struct before usage
2021-03-18 11:47:06 +04:00
psi29a
9c1bda5408
Merge branch 'robuster-vswhere' into 'master'
...
Ensure vswhere finds us a single suitable MSVC installation
See merge request OpenMW/openmw!668
2021-03-18 06:43:02 +00:00
AnyOldName3
b38a817600
Ensure vswhere finds us a single suitable MSVC installation
...
Also document the numerous arguments to achieve this.
2021-03-17 23:29:48 +00:00
AnyOldName3
1c296a1a78
Deploy Qt style DLL
2021-03-17 18:11:36 +00:00
Alexei Dobrohotov
7acebbd6e8
Merge branch 'no-using-namespace-std' into 'master'
...
Minor cleanup: Remove `using namespace std`
See merge request OpenMW/openmw!664
2021-03-17 16:49:32 +00:00
psi29a
cac7461324
Merge branch 'fix-mesa-sunglare' into 'master'
...
Fix sunglare on Mesa
Closes #5906
See merge request OpenMW/openmw!665
2021-03-17 09:27:25 +00:00
AnyOldName3
3ad1040271
Update changelog
2021-03-17 02:00:21 +00:00
AnyOldName3
162b25c180
Fix sunglare on Mesa
...
The sunglare works by comparing an occlusion query with depth testing on
against one with depth testing off to determine if there's anything
closer to the camera than the maximum depth buffer value. For the depth-
tested query, the depth range is set from 1 to 1 so it's always drawn at
the maximum distance. Originally, we had the depth function set to LESS,
meaning that the query would always fail as 1 is not less than 1, but
also glPolygonOffset was used to move the query by "the smallest value
that is guaranteed to produce a resolvable offset for a given
implementation" closer to the camera. While other driver and hardware
combinations do that, Mesa seems to be clamping to the depth range, so
still failing.
Instead, it's simpler to just get rid of the polygon offset and change
the depth test to LEQUAL as 1 *is* less than or equal to 1, but not than
any other possible depth buffer value.
2021-03-17 01:46:04 +00:00
Gleb Mazovetskiy
b9c2f6ea1a
Minor cleanup: Remove using namespace std
...
I came across these while trying to figure why MSVC build triggers
https://developercommunity.visualstudio.com/t/error-c2872-byte-ambiguous-symbol/93889
In the end, the issue was not in openmw but in OSG, but it's good to
clean up here anyway.
2021-03-16 19:58:02 +00:00
Gleb Mazovetskiy
493659d4f9
MSVC: extern/ tweaks to make it build
...
Not everything is supported but it does build with the following CMakeSettings.json
variables and dependencies from vcpkg:
"variables": [
{ "name": "OPENMW_USE_SYSTEM_BULLET", "value": "False", "type": "BOOL" },
{ "name": "OPENMW_USE_SYSTEM_MYGUI", "value": "False", "type": "BOOL" },
{ "name": "OPENMW_USE_SYSTEM_OSG", "value": "False", "type": "BOOL" },
{ "name": "BULLET_STATIC", "value": "True", "type": "BOOL" },
{ "name": "OSG_STATIC", "value": "False", "type": "BOOL" },
{ "name": "MYGUI_STATIC", "value": "False", "type": "BOOL" }
],
What works: it builds
What does not work: Not all DLLs are copied into the output directory with this set up
(SDL2, MyGUI, Bullet, OSG, are not copied).
2021-03-16 19:52:10 +00:00
Evil Eye
d1e8c6b223
Merge branch 'magical_rat' into 'master'
...
Register copied Spells with SpellList
See merge request OpenMW/openmw!662
2021-03-16 19:50:15 +00:00
Andrei Kortunov
c68e047f19
Remove invalid MyGUI properties from layout files
2021-03-16 13:21:35 +04:00
psi29a
49ec7c2053
Merge branch 'fix-mygui-log' into 'master'
...
Fix MyGUI log
Closes #5900
See merge request OpenMW/openmw!660
2021-03-16 08:43:45 +00:00